Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

SpyderWeb Studios

17
Posts
2
Followers
A member registered Nov 30, 2022 · View creator page →

Creator of

Recent community posts

Best advice I could probably give is to focus on simplifying your AI as much as possible, or at least break it up into components that have a single responsibility and compose it together in a Blueprint. If there are a bunch of useless or redundant checks then this would probably help resolve it. 

This was very enjoyable, I loved the silliness of it and of course the chucking broccoli at kids was hilarious. I played a few games and just found it so fun

Reminds me of Tentacle Wars, which was a favourite game of mine growing up so I'm inclined to like this genre of game. I really liked this game, though an idea I had while playing that could improve it is the ability to add in a supply route that would constantly build up the forces of a target fortress. 

I love the concept, the ability could be made better by making it (more easily) able to attack multiple targets at once, maybe by powering it up and have the energy usage increase with the increased power requirement? But overall, it is very well made and would love to see it taken further :) 

Probably the best game I've played so far, if this one wins then it would be well deserved. Only bad thing I can honestly say is that there is only one level

Yeah, the player movement controls were probably my biggest failing for this one, I'm definitely going to improve on this game idea though as I haven't really seen anything quite like it. 

Nice gameplay, satisfying to kill the zombies and bats. The death mechanic is a bit harsh with a single accidental collision is instant respawn. This is probably one of the more underrated submissions in the Jam though, this was a great albeit small experience

Short, but somewhat enjoyable. The combat is quite basic, there is no way to dodge or disarm opponents so the player avatar is just a damage sponge. I like the artstyle and animations used, and the main limitation I would say is the length, it is too short. I would have loved the ability to wield a knife after the first corridor to then fight with enemies with more advanced weaponry and progress like that. However, it is a 4 day game and my game had similar problems so I would like to see how this progresses :)

I have gotten some really great feedback on this game, I appreciate anyone taking the time to play and review this game. I want to continue working on it and make it more similar to Carrion (one of my major inspirations), so anything that people say is worth improving on is welcome :)

I also added in some curves so I could control how the angle and distance would be evaluated. In other words, since the visuals and backend didn't match up the curves would allow me to finetune just how close to the lit areas count as valid 

In short, iterate through all lights in the scene, check if the location is currently lit. If not then check if the location is within the attenuation radius and cone angle. If it is, perform a line trace in a custom trace channel to check if the light source is obstructed. If it can light up the area, then it breaks the iteration and says that it is an invalid location to travel to. If the loop succeeds without any lights being able to see the location, the player can travel there 

I initially was going to do it tile based, but thought it'd be cool if the shadows were coming from actual light sources instead of tiles. If I had more time, I would have adjusted the curves so the valid player movement reflects the visuals (ie the every shadow area in the game is valid. I wanted to get it so the light sources could move, or you can move into the shadow of a moving enemy as a sort of bridge.

You're completely right about the end screen, I wish I had time to just do a polish pass to add in those small little improvements. 

Yeah, the movement was hard to pin down in time, there was so much to do that I had to say "it'll do for now" and move onto the next feature.

I knew I forgot something though, the sound would have been a great addition. 

Simple but enjoyable gameplay, could be improved with some more levels but the art style and gameplay are very engaging

A bit difficult to hit targets, maybe looking GAS to help with expanding on the abilities but overall, I really like this one. 

I like the concept but there is no challenge except from finding the targets. Maybe if they had some AI to run away once spotting the player? 

This is a Unity game about moving boxes. I enjoy automation games as much as the next person, but this doesn't really fit the theme here.